So it’s been brought to my attention that you folks really like it when I talk about builds in The Structure. So, I thought as the BWE3 edition, we’d do some theorycrafting. But first, let’s talk about the beta!
Beta Weekend Event 3
In case you live under a rock, we get to play the asura and sylvari for the first time this beta! We’re also starting completely fresh this time. Everything except your contacts will have been erased. This means none of your previous characters will be there. Combined with the small number of servers, we’re essentially simulating launch day for them on Friday. The match-up algorithm for WvW has been expanded, so there should be better WvW going on over the weekend. But, most importantly for us SPvP folks: we get a new map. This one will be a throw-back to GvG maps from the original Guild Wars. From the mini-map we saw on Reddit a while back, it appears to be similar to the Warrior Isle map from GW if you ever did GvG in that game.
Now, I’ve got a few builds for you guys to take for a spin this beta. Obviously, there will be (potentially significant) changes to the traits and skills of each profession. There will likely be new things added or taken away, so use your best judgement when picking replacements or looking at potential additions to each build. I also (obviously) can’t guarantee that every build will work for every one of you. Pick the one you think suits you best and learn that. If it’s not your style or you just aren’t getting it, then it’s time to REROLLLLLLLLLLLLLLL (cue Darnell). Naturally, if anyone asks you about your build, you should tell them about The Structure. Anyway, we’re going to look at an elementalist, ranger, and warrior build this week, in that order.

The Daggermentalist
Weapons: Dagger/Dagger
Slot Skills: Glyph of Elemental Harmony, Cleansing Flame, Mist Form, Armor of Earth, Tornado
Traits: 30-0-0-30-10: Spell Slinger, Pyromancer’s Alacrity, Pyromancer’s Puissance, Soothing Disruption, Cantrip Mastery, Stop Drop and Roll, Elemental Attunement
Gear: Smoldering/Chilling Sigils, Elementalist Runes, Rabid Amulet/Jewel
You really have to know all of the attunements for this build, but try to do the following: Start in air or earth attunement so you can Ride the Lightning or Magnetic Grasp for gap closers then go fire for might plus damage and rely on fire a lot for damage. Use water and air a lot for general defense, getting away, or even keeping them closer to you. Use the cantrips when really necessary: Cleansing Fire gets you out of stun, Mist Form makes you completely invulnerable, and Armor of Earth gives you stability. So, use CF when you get stunned, MF when you really need those couple seconds to get away while getting the snot beat out of you, and AoE when you get against something like a hammer warrior/guardian that use a lot of movement physical effects against you.

The Not-So-Ranged Ranger
Weapons: Greatsword and Sword/Warhorn
Slot Skills: Heal As One, Flame Trap, Spike Trap, Frost Trap, Entangle
Traits: 0-30-10-30-0: Trapper’s Knowledge, Trapper’s Expertise, Trap Potency, Master Trapper, Strength of Spirit, Two-Handed Training, Evasive Purity
Gear: Battle and Battle/Energy Sigils, Fighter Runes, Soldier’s Amulet/Jewel
The major weakness of this build is that it only has one gap closer. The major strength of this build is how hard it is to get away from once you’re in range. When you’re just running around the map, use the warhorn to get around faster. If you come up on some enemy players, hope to use Call of the Wild right as you enter the fray so that when you swap, you’ll start the fight with four stacks of might as well as swiftness and fury. Use Flame Trap for unexpected damage while using Spike Trap and Frost Trap to either keep enemies in range or kite enemies you need to get away from. When you’re in over your head, use the sword skills for defense and Call of the Wild as a nice swiftness buff to some good distance between you when you can.

The John Henry Warrior
Weapons: Hammer and Hammer
Slot Skills: Mending, Bull’s Charge, “Shake It Off!”, Balanced Stance, Signet of Rage
Traits: 10-0-30-0-30: Berserker’s Power, Embrace the Pain, Blunt Weapon Master, Merciless Hammer, Warrior’s Sprint, Mobile Strikes, Quick Bursts
Gear: Doom and Doom Sigils, Fighter Runes, Soldier’s Amulet/Jewel
Much like the ranger build, the obvious disadvantage here is having only Bull’s Charge for a gap-closer. This means you’re going to have to be a little more clever in starting a fight, rather than simply running up to the enemy head on and jumping in (so, popping around corners, dropping off of roof tops, etc.). You only need BC at the beginning of the fight, as you’ll be more than capable of staying on top of the enemy in the fight. Swap weapons often, especially right before letting loose Earthshaker, for high damage spikes and adrenaline gain. Use “Shake It Off!” for getting out of stuns, and Balanced Stance for when you come up to someone else that’s focusing on a lot of physical effects.
Field Testing
Take your favorite build and go ROFLstomp some poor, unsuspecting noobs over the weekend! Come back and talk about it on Monday by commenting about it here or talking about your general successes/failures on the GW2 WvW forums! As usual, I will be available throughout the beta for anyone to chat with, ask questions, etc. I’ll be rolling the Darkhaven server with Triple B (Gamebreaker TV community) on my usual Yoshi Gwtwo beta character name. Hope to see you all there!


















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